|
Post by lynnplayz1 on Sept 17, 2021 19:22:29 GMT -5
Hi, everyone! I'm trying to make a weird helmet and I can't figure out how to get the texture to work for the life of me. I've searched for tutorials on YouTube and tried looking at ones on here but I'm an idiot and I can't seem to make heads or tails of anything. I doubtless made many mistakes at every turn. So background: My original plan was to make a chicken head, but I'm brand new to Blender and ended up making this...thing. Which I have dubbed Freak Head. Here's how it looks in Sims4Studio. The texture applies to the whole body instead of just the hat/head/thing. When I tried erasing the part of the texture that applied to the body, the helmet was missing parts of its texture and instead used the body's texture.
I originally modelled the head out of a sphere in Blender 2.9. I opened the mesh of a base game helmet into 2.7, deleted the helmet, and pasted the head on top of the rig where the helmet had been. Here's how it looks in CAS when I put clothes on the Sim. (It moves when the Sim moves, so I don't that rigging is a problem at the moment.) I finally managed to figure out how to open the Shading/UVs tab in Blender, but I don't know where to go from here. I appreciate any and all help.
|
|
|
Post by Fwecka (Lolabellesims) on Sept 17, 2021 21:51:25 GMT -5
Please share your blend file.
|
|
|
Post by mauvemorn on Sept 18, 2021 5:56:12 GMT -5
|
|
|
Post by lynnplayz1 on Sept 18, 2021 6:46:36 GMT -5
Please share your blend file. I will asap. I'm unable to get on my computer at the moment.
|
|
|
Post by lynnplayz1 on Sept 18, 2021 6:52:11 GMT -5
I knew that I had to get the texture in the head space, and I can probably figure that out, but I don't know how to get the uvs in the right place. Or honestly even move them at all. I copied a plain Sim head mesh and played around with it but idk what to do. >-< I'm sorry I must sound like a doofus.
|
|
|
Post by mauvemorn on Sept 18, 2021 7:26:07 GMT -5
You should look for an accessory tutorial for ts4, it should cover everything you need to do, but either way: - select the head, switch to Edit mode, choose uv_0; - in UV editor select everything with A, assign the linked template to the background( in the underlined area there will be Open button); - press S to scale, G to move, R to rotate. If you will follow S or G with X or Y, the transformation will be constrained to horizontal or vertical axes. If you will follow them with the number, the selection will be scaled/moved by that number of times/pixels. If you will follow R with the number, the selection will be rotated by that number of degrees; - your texture looks stretched, so you need to shrink your uvs first by half ( type S Y 0.5) and then change their placement. The uvs were generated in the square space while ts4 CAS diffuse textures are rectangular.
|
|
|
Post by lynnplayz1 on Sept 19, 2021 15:44:19 GMT -5
|
|
|
Post by lynnplayz1 on Sept 19, 2021 15:45:07 GMT -5
You should look for an accessory tutorial for ts4, it should cover everything you need to do, but either way: - select the head, switch to Edit mode, choose uv_0; - in UV editor select everything with A, assign the linked template to the background( in the underlined area there will be Open button); - press S to scale, G to move, R to rotate. If you will follow S or G with X or Y, the transformation will be constrained to horizontal or vertical axes. If you will follow them with the number, the selection will be scaled/moved by that number of times/pixels. If you will follow R with the number, the selection will be rotated by that number of degrees; - your texture looks stretched, so you need to shrink your uvs first by half ( type S Y 0.5) and then change their placement. The uvs were generated in the square space while ts4 CAS diffuse textures are rectangular. Thank you! I'll give it a try
|
|
|
Post by Fwecka (Lolabellesims) on Sept 22, 2021 3:00:09 GMT -5
This tutorial is what I used when first learning to make accessories. It'll take you from start to finish and is well worth the time. It covers making a pair of earrings but more importantly it covers UV mapping. Someone made this CAS map that shows where fingernails are mapped so I recommend using this one instead of the other. Hang onto it. If you continue making CAS stuff you'll use it a lot. To use it, save it to your computer, then in Blender select your mesh then go into edit mode. In the UV editor, press A to select everything then Alt + O to open the CAS map. Now your island has been assigned to the map. Don't worry. It's not permanently assigned. Your island will be stretched so do what Mauvemorn said: S, Y, 0.5. Your island will still be too big so scale it down with S and move it onto the face area with G. And don't worry about sounding like a doofus. We've all been there. I still visit doofus territory occasionally.
|
|